Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
Effected By:
Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) "Sadistic huh... they sound pretty bad, We should be quick. If they are really that bad, who knows what they'll do to poor Mr. Steelbones."
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) is not one for such interrogations, sort of sits in the back musing over how to replicate this wonderful creation that found it's way into his possession.
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) "This turns you into an Ooze... How interesting. As the Ooze master supreme, I would like to claim this pill for further study."
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) "Oh oh let me look at it!" reaches out with a little metal scraper from his alchemy kit Scratching the pill with the scraper and taking a sample of the powder. "Now let's see what we got here!" Drops a little drip of some chemical on the powder and looks at it closely. Watching for the distinct chemical reactions that would reveal it's chemical configuration.
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Puzzling this fact out, chester shouts it over the headset and bolts straight for that manhole, leaping down into it.
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Being the Smartboi Chester is, He calls upon his vast intellect to aid him in resolving this issue. Int Check: 1d20 + 5 ⇒ (19) + 5 = 24 The Worlds secrets unfold themselves to this genius rodent. What wonders await, what magic hidden beneath the surface does he uncover?
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) "Somone got Mr. Steelbones!? Quick!" Chester, still holding a slime in his arms just kind of.. runs in a random direction, attempting to get out of his own smoke cloud to get perhaps a better look at the situation, see where Steelbones has vanished off too. Sorry for my lack of response.
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Chester is at a loss of what to do, He can't see any enemies, he takes this time to release a second slime at his feet.
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Chester tries to shove his way through the crowd to get as close to steelbones as he can, Taking a small glass vial from his bandoleer, dropping a small crystal in it and tossing it the rest of the distance to land at Steelbone's feet. Ejecting plumes of white smoke all around the politician. Used Improved Smoke Bomb, Gave Steelbones full concealment I'll leave the description of the ability in a spoiler tab below. Improved Smoke Bomb:
You can create a powerful smoke bomb composed of very dense particulates. The formulae can be thrown as a ranged touch attack with a range increment of 10 feet that explodes into a 20-foot radius area of smoke on impact. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round. Otherwise the smoke dissipates after 1 minute. When you throw the smoke bomb, you may expend your martial focus to apply an existing inhalation or touch poison as part of the attack. If the poison is an inhalation poison, the effect is applied to any creature within the smoke that inhales the smoke. If the poison is a touch poison, creatures must only make saves against the poison the first time they come in contact with the smoke cloud.
"Get out of here people, we have a shooter!"
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Looks down at the gas-forming at his feet, then takes a cloth out and wraps it around his face. "I don't like this gas one bit, Let's get out of here." Are the civilians all gone, or are any of them still lingering around?
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Watches as the crowd grow more incited. "The people are getting rowdy, we should move along before someone throws a rock." Chester takes a small jar from his waistcoat and uncaps it, tipping it over and plopping a small green slime into his free hand. I'll keep track of it's HP and such
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Having suddenly remembered they have Radios, Chester relays his concern that the sewers as a point of interest. "Found a loose Manhole, people could be using them to get around unnoticed."
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Quote: you can radio in your findings. Oh dang we got radios!? I missed that, Sweet. After hearing of his companions fall Chester makes his way over to Rune, Still trying to remain inconspicuous as best as he can, making his way to his companion's side and administering the strong scened pink slime over his bruises "Sweet heavens are you ok? That was quite a fall!" Salve: 1d8 + 10 ⇒ (5) + 10 = 15 Rune is healed for 15 HP
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Ponders the layout of Balentyne's sewers, For a warren born ratfolk such as him, it's not a hard thing to picture in his mind's eye, Chester makes sure that as he moves from alley to alley, To check up on these various points of entry, Checking over the manholes as well as the alley they occupy.
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
Effected By:
Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Chester dashes from alleyway to alleyway, always trying to keep Steelbones in his sight.
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Chester has a disorienting gas that he can fling, It's not technically lethal. Just makes them super confused.
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Chester has no sense of people and does not pick up anything is amiss. "Yeah! You seem like a real man of the people, going out like this, No doubt the people really respect it!"
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) "I would rather be on the ground if I can, My babies can't fly and tossing them from a roof could damage thier membrane. Im pretty good at being unseen, Are we going to be mingling with rich folk? Perhaps I should get some fancy surfacer clothes."
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Chester does a little bow talking fast and without much pause with the exception of the occasional geekish snort. "Hello Mister Steelbones, I am Chester, A Viscologist from Undarhelm, I am the alchemical expert of the regulators, I am skilled in an array of alchemical talents, Medical Viscology is probably the most important to mention, But I dabble in most sub-fields." He starts to bring out a small glass jar with a pink goo in it. "On that note, I would like you to take this Sir, It's a healing salve, It's A Hybrid Black mold Blood slime culture, My own creation! It's a very potent medical Aid, Just spread it over even the most grievous wounds, Just in case something happens." Chester gives Steelbones a Salve and does another awkward bow
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Has a light thrumming in his head, Luckily he has a cure for this. Whipping up a foul smelling concoction, A mix of Algae culture and extract from a green slime, a slimy green goo that smells of rotten eggs and tastes even worse, taking a shot every hour till the hangover goes away. I take a 10 to whip up some sobering schnapps, it creates 5 shots and eliminates the effects of Drunkenness, Hangovers, and Sickened for 1 hour. So he'll use two of the shots over time. My other mixes remain unchanged. "Blegh, Anyone else want some, tastes like death but it clears the head."
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) With a sudden alcohol induced spark of vigor chester raises his now empty glass. "Yes let's return to the hotel! Get a good nights sleep and protect the crap out of... the dwarf guy!"
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
Effected By:
Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) With a sudden alcohol induced spark of vigor chester raises his now empty glass. "Yes let's return to the hotel! Get a good nights sleep and protect the crap out of... the dwarf guy!"
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Wobbles back to his companions at the end of the night. Half a bubbly drink in his hand. "hey guysh, how waas, uhuh... goesh the gamblung?"
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Channelling myself a little, When I go to the casino I pretty much do what Chester is doing, get drunk and play slots, I also like blackjack.
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) What is the weapon policy at casino 21, is it like a out of sight out of mind no weapons allowed policy, or are we searched? "Oh boy, I love slots, all the lights, and you have to pull that big leaver, it's very fun. I'll see you guys later" Chester bottles his slime before entering the casino, takes his small bag of silver, orders himself a bubbly drink and spends the rest of the night at the slots. Wisdom: 1d20 ⇒ 14
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Thinks for a second over the available options. "I bet that fancy place has slots, I wanna go there!"
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Chester is just happy to tag along to wherever. Casino 21 probably has the best Seltzer though.
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) "Oh, Everyone take one for the road, Ironsite Regulators!" He hands out drafts of his current brew each shot contained inside small vials. A strong potent alcohol prepared in a special fashion of his invention that he called "Hyper Fermentation", a nice way of saying, fermented in the membrane of a special slime. I have 4 shots to hand out, They are a combo of Vitalizing Vodka and Revitalizing Rum. They give -2d4 Temp HP for 1 hour
Hopefully, no one has a negative modifier to Con, cause if you do that they will get sloshed instantly. Whoever wants one take one.
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Disregard I found the issue, there are two places for editing Aliases in different ways, Which is a little odd and feels like bad design but what do I know. I worked it out, Just added some invisible space
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) He was intended to be a hub profile for Chester and his various incarnations and the name is cause I found it funny, Also I don't think I can change his name since I've posted over 10 times. (It says I've posted 9 times but when I try to change it it says I've posted over 10 times, I don't really get that)
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Chester wrote: "Ah, sleep should not be an issue for us, I can make an extract that can keep one awake and unfatigued for days, Though it does have an alcohol base, not that I imagine anyone is against such things" To specify what I'm referencing, it's this universal alcohol Wakeful Whisky: Creatures that drink this alcohol can remain awake for eight hours without feeling sleepy, granting them a +2 circumstance bonus against sleep effects. A creature can drink this drink to avoid needing to rest, but any vigorous activity such as fighting, traveling or similar ends the effect, and creatures must drink another or sleep for the remaining hours to avoid fatigue and to gain the benefits of a full night’s rest. The bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Opens one of his culture Jars and takes a dropper of sugar water, Dripping over a quivering cyan-colored goo, eyes focused not looking away as he spoke. "Ah, sleep should not be an issue for us, I can make an extract that can keep one awake and unfatigued for days, Though it does have an alcohol base, not that I imagine anyone is against such things" he chuckles and whispers something in his native tongue to one of his slimes as he drops sugar water onto it. "Can I come too? I need to get Chester Jr. some air." He then uncorks a large vial and tips it over onto the table, a green goo slapping on the wood and then forming into a thrumming grapefruit-sized green ball. One of his slimes, specifically his favorite one.
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Chester is a 3'4 Ratfolk, He is white with red eyes and lithe to the point of looking sickly, 15 years old he is hardly an adult by Ratfolk standards, He has claimed one of the tables in the suite as his personal desk, strewn about it he has various jars, vials, and beakers, some empty, most containing a colorful Gel-like substance of some kind, He is currently spreading over a dozen personal journals over his desk, thumbing through them to find the one which he jotted down the info on the Client on. "Which one of these did I write this down in, Oh how did I lose it already? Oh here we are! Flint Steelbones, Steelbones like the guys who own all the mines and factories? Is he one of those steelbones? That's a big important family, I think you got the right idea, I Reckon they would have enemies." K.Loal: 1d20 + 11 ⇒ (6) + 11 = 17
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Yes K.Local: 1d20 + 11 ⇒ (12) + 11 = 23 For the record, Chester has every Knowlege skill and they are all +11, even Martial. He's a big smart boy
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Hey quick question, For prepared stuff, like spells and in this case Alchemical creations, How do you want that marked down? Never did a prepared class in PbP Before.
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
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Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Chester has slimes and Alchemical creations prepped and ready, he has a collection of Jars with various slime cultures of various colors across the rainbow which he uses to make the various reagents for his creations, He specifically makes a salve from a pink Ooze extract for The Dwarf to give it to him to use in case he becomes injured, and so long as he's able he'll keep that up and dedicated to him. "Big deal this dwarf huh? What was his name again?" he asks his fellow Regulators as they gather in their suite to prepare, While drinking his own homemade drink Vitolizing Vodka: 2d4 ⇒ (4, 2) = 6 Temp HP for 1 hour
Male Ratfolk slime savant 3 | HP: 17(+6) | BAB: +1 CMB: +0 CMD: 13 FCMD: 10 | AC: 20 T:15 FF: 15| INIT: 7 | FORT: +2 REF: +7 WILL: +4| Perception: 6 |
Effected By:
Vitalizing Vodka (+6) | Revitalizing Rum (+1 saves) Chester here, All my Acids and Bases are accounted for, my Slime in a bottle is ready to go, Cultures, slime core extracts, ooze excretions, All ready to go. Dropping the character sheet here https://www.myth-weavers.com/sheet.html#id=2136331 |